Some fun ideas for warlock pacts. You can see the rest of this series on my Kofi! I appreciate all tips.
hi i found your page cause of your Masks art!!
imma be running a game of masks and was wondering if you have any tips
Oh hello! Very cool you're gonna run a MASKS game, it can be a lot of fun!
I'm not sure how helpful my advice will be since I'm still learning and am not sure how well I actually run the game haha, but for starters there's a whole lot of great advice on Reddit that will help with the mechanics and the structure of the game. In my opinion, the Principles section in the GM part of the core book is critical and succinct and is great advice for running ttrpgs in general.
my top advice is:
Play the game like we want people to buy the next issue and not put the series down! Take chances! Make big choices! Make it interesting! Be bold!!
other things:
Theme. Establish the themes of your story early on. This will help you understand how the world and story should respond to the PCs. And make the themes interesting to you! For example, beyond the general coming-of-age story themes already built into the character arcs, I lean heavily into the concepts of fame, celebrity, and the 24-hour news cycle. And all the things that were going on in the early 2000s.
Be a Fan of the PCs. This is my favorite rule from The Principles. Make sure all your players soak this rule in. The MASKS mechanics mean characters will often make less-than-optimal decisions, so players must feel supported in their character choices. You should be a fan of the characters, and so should your players! They should want to help bring out every character's arc, not just their own.
Treating Human Life as Meaningful is what Makes Threats Real. This is another principle, but yeah, make the world's NPCs feel like they matter, and that will make the world worth protecting. Treat them as people. Give everyone Drives, not just your Villains. Mentally treating even non-villain NPCs as having Conditions can do a lot to help with characterization.
Condense. Condense your world, your NPCs, make the world feel smaller. In our game, for example, having the Protege's mentor also be the same superhero who saved the Delinquent years ago was a great decision.
Playlists. I have a bunch of different playlists for the campaign, from a big one of music of the time (our game is set in 2004) to playlists for important NPCs, to playlists I asked my players to curate for their characters. Music inspires me a bunch, a song can help create a villain for me, and I also like choosing a different "ending" song for every episode based on whatever happened.
Stories. Okay, here's the thing. I don't really care much for superhero stories. Why did I choose to run MASKS, you ask? Because of the emotion-based mechanics. That's my shit. But anyway, I don't take in much superhero media... But I do LOVE movies and television and stories in general, and I think taking in a lot of "short stories" is helpful to develop an instinct on how to pace a story, make a character or moment memorable, etc. And because MASKS has an episodic nature, this is extremely important! The sheer amount of movies I've watched has helped me a whole bunch, since they have to get the Beginning, Middle, and End done within such a short time frame.
Don't Wait. This is an instinct I've picked up from some of my favorite media. Don't wait for The big important moment. Make a lot of big important moments, and make the characters have to make a lot of important choices, and keep the momentum going. Paint yourself into a corner and then force yourself to think of ways out! It makes the story more interesting. (this may not apply to everyone, I get this kind of mindset from shows like Breaking Bad and Succession, which for your story could be too much haha)
Everyone Works. Okay, I am not a benevolent, sweet GM, I will not smile with tears in my eyes and quietly work away and accept that without complaint. no way. I make my players help me a lot. I'm gonna whine. Guys I'm doing so much work! Guys this is hard! Weeehhh! MAKE THEM HELP YOU. RUNNING A GAME IS SOOOOO MUCH WORK OH MY GOD IT'S SOOOOOO MUCH WORK!!! Ask them to take notes! Ask them to treat the world with sincerity! Ask them to make NPCs! Ask them to play NPCs! Ask them to help fill out the world! Ask them to tell you what their character wants to do next so you have extra time to consider it! Ask them to make playlists for their characters to help you figure out how to engage with them! Don't let them just show up on playday!! I'm a "you get what you give" kind of GM. You're a player too and you deserve to enjoy the game as well, and having the other players help you helps a BUNCH. PUT THEM TO WORK.
what else. uh. visuals help a lot with engagement so i subscribed to a bunch of modern battlemap patreons. i run using Foundry which lists the rules upon every roll which is great for me, someone with horrid memory. if you're lucky and favored by god, you'll have a benevolent player that will be the scribe for your sessions and log everything down so they can be referred back to (again, great for someone like me with a horrid memory). remember to give focus to the PC's out-of-costume lives as well. make NPCs in response to your PCs (superheroes, villains, touch on something of a PC in the creation process). be silly. be serious. be sincere.
i'm still figuring out how to run the game, maybe i'll have better advice on a later day, but i hope this can help some! sorry this is longwinded and more a stream of consciousness than it is succinct.
My DnD headcanon is that 5e Dragonborns actually work in a similar way to TES Kahjiits.
Depending on the temperature their egg was kept in before hatching, they can be one of four things:
A standard PHB Dragonborn.
An elf-like humanoid, with minor details like colored scales near their eyes or sharp fangs.
A medium-sized, wingless, dragon.
A tiny lizard.
All of this involves no actual change to the official rules, your Dragonborn just looks weird, that's it.
So today I want to talk a bit about what this game wants to be. In particular, I'm going to go over its key technical and artistic goals.
The Far Roofs focuses on immersive hidden world fantasy adventure. It's intended to offer the experience of a grounded, emotionally real base world attached to an idealized, fantastic "hidden world" setting.
One might say, the streets and buildings and houses of the game's world are basically our own. Above us, though, is a stranger, more idealized, and more fantastic place. It's hard to get to. It's dangerous. It's less grounded. It's full of wonder.
Those are the Far Roofs.
This divide exists to make the game feel as real as possible, if you want to go that way. That's part of what hidden world fantasy is about, after all---the idea that magic is here. That it's not in some distant alien land or mythic future or past.
It's here, if you want to reach for it.
(Now, the game is flexible enough that you can play "protagonist" types instead of realer people, and many traditional gaming groups will probably prefer that, but that'll mean getting less of that immersive effect.)
The mood the game is interested in is that feeling you get when you take a huge risk---move to a new place; try a new thing. The feeling you get in those times in your life when everything is alienated and wondrous and terrifying but there's also so much more *hope* than there was in the still times before.
It's a mood of being swept up and called forward.
This is, among other things, meant to be a game for people who've been beaten down or exhausted by the ... everything ... to feel that sensation of moving forward again.
To remember what it's like, why it's worth it, how to reach for it again.
It's meant---and I do understand that I am finite and flawed and this can only go so far---as a tonic and refreshment to the soul.
--
Rules
The Far Roofs uses a 5d6-based dice pool system for day-to-day task resolution. It's relatively traditional and optimized for fast, fun dice reading. There's a loose consensus I've seen in RPG design circles that dice are for when outcomes are uncertain and both options are interesting, and I don't disagree ... but there's also this thing where rolling dice to decide is intrinsically interesting and fun, where it's fuel for a certain part of the brain.
This game tries to get as much out of that side of dice as it can.
You'll also collect letter tiles and cards over the course of the game. This is for bigger-picture stuff:
To answer big questions and to complete big projects, you'll either assemble representative words out of those tiles, or, play a poker hand built out of those cards. Word and their nuances express ideas and shape how outcomes play out; poker hands, conversely, just give a qualitative measure of how much work you do or how well things will go.
In keeping with this, the campaign is represented principally in the form of questions or issues your words and hands can address. Player/GM-created campaigns would be the same.
--
Physical and Electronic Product
I wanted to put the print version within the range of as many people who might need that tonic as possible. That means that for this particular game, I wanted to cover the full territory that I'd normally cover in a two or three volume set (core rules, setting, and campaign) in a single 200-250-page volume.
In practice this means there's a guide and examples for constructing the setting, rather than a deep dive into a fully-detailed world; that there's a bit less in the way of whimsical digression and flourish than in the writing I'm known for; that there's minimal "flavor" text on abilities; and that the campaign presentation is pretty fast-paced.
Conversely, it means that the game should be easy to absorb and to share with other possible players, and, that the game and campaign in this one relatively small volume should provide enough content for five or six years of play.
The book will be 8.5"x11" with grayscale art, available in a limited hardcover print run and a print-on-demand softcover form.
--
On the Rats
You'll see a lot of talk from me and others about the talking rats in this game. They're one of the jewels of the experience, and I think they're probably a significant draw just for being talking rats that are core to the game.
... but I'm going to hold off for now, because, to be clear, this is not a game of playing talking rats. It's just a game where talking rats and probably one of the top three most important setting elements.
I couldn't get that feeling I wanted of ... the base world being grounded realism; of the hidden world pulling you up and out and into a world full of magic ... with your playing rats, with your playing something so distant from the typical player.
So this is not a game of playing them.
They're just ... I like rats, and so I made the rats in this game with love. They're great ... whatever the equivalent is to "psychopomps" is for a magical world instead of for death ... and a way of talking about how in the face of the world, we're all pretty small.
--
I'm really excited about this game; the playtest was lovely.
I hope you'll enjoy it as well!
Cursed Jewelry! Remember, canonically Identify doesn’t pick up curses, so have fun tricking your players into getting cursed. <3
It's all just
head turn
dialogue
leans forward
dialogue
eyes narrow
dialogue
No matter how cold the north wind blows, the pain of old injustice burns hotter.
Setup: The Frontier kingdom of Volskolt sits on the edge of a vast wilderness, the last bastion of so called civilization against the vast territories where no sovereign save winter can rule. Given that the kingdom was only established and its populace converted to the dominant faith less than two centuries ago most on the continent regard the Volskoltans to be little more than backwater heathens, feigning piety in polite company while practicing barbaric rituals while at home. This attitude is reflected by the urban Volskoltan population towards their rural neighbors, and by those rural neighbors towards the migratory tribes that live in the hinterlands.
It is this tension that sits at the heart of the kigndom’s current troubles, as the elders among their people remember that their now sedate nobles came to their land as militant holy orders seeking to crusade against their heathen neighbors, burning what villages they did not take for their own and building stout stone walls as a sign of their dominance. While the elites now consider themselves one people with the “common Volskoltan”, few who keep to the old ways have forgiven them for the bloodshed, or the merciless suppression of their ancestral rites in favor of the continental faith.
And so we come to the crossroads of fate, nearly two hundred years of injustice and resentment reaching a boiling point during the coldest winter in generations. Rebels gather their power, giants stir in the mountains, and the destiny of a kingdom may hinge on a single life.
Adventure Hooks:
After rescuing a waylaid caravan of holyfolk out in the hinterlands, the party arrives in a village just in time to interupt a group of villagers being burned alive in their home by a priest and his mob. Though there is no secular law against worshiping other gods in the kingdom, the church takes folk worshiping both the new and ancesteral ways as the greatest affront. Now the party must decide between preserving their in with the church and doing the right thing and saving the townsfolk from a mob that could just as easily turn on them.
The party is called together by noble allies who have become aware of a grim secret. The young heir to the throne of Volskolt has been kidnapped while hunting near the Rimebough forest. Some ready themselves for ransom, while others cultists are behind the dead, others are worried that political dissidents are behind these actions and expect him to be used against the royal family some time soon. All that matters now is that the boy be returned home unharmed, a deed that will require the party to brave the harshest wilderness, but will see them royally rewarded.
While everything else is happening, a normally sedate clan of giants have decided to start marauding down into civilized lands. Is this mere chance? A plot by a faction of the Rimebough rebels? or do these giants answer the call of something even more ancient?
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There’s a reason everyone everyone goes to bed so early out in the country.
Adventure Hooks:
The party has come to the small village of Tolthurt, perhaps because they were traveling through the region with a caravan, or because their quest takes them to a dungeon in the nearby wilderness. After getting out of the rain and arranging lodging for the night ( Tolthurt is so small that it’s inn is more of a common room the party is welcome to lay their bedrolls out on), the party meets with Ralson Rollick, an over-the-hill bard who boasts a cheery attitude and a love of the minstrel’s trade despite never making it big. While they swap stories about their travels, Ralson takes a shine to the party, and hints he might’ve learned something that’ll be of interest to them, which he’ll tell them about once he’s sobered up in the morning.
When the party awakes, they discover a crowd of villagers clustered around a body laying in the road. Half submerged in mud and blood, the victim has been heavily mauled, but is very clearly Ralson, robbed along with his life of his instruments, packs, and his purse. Tolhurt’s Mayor insists that no one be allowed to leave until the killers are caught, as clearly Ralson was set upon by a group of attackers, which puts the party and their traveling companions as the primary suspects.
Though regarded with suspicion, the publican at the commonroom insists she saw the party there all night, and on her word they’re allowed to attempt to prove their innocence. Asking the villagers about Ralson’s activities reveal he was in town for a few days claiming to need to rest from a long time on the road, while examining his body reveals it wasn’t blades he was savaged by, but claws and teeth. Clearly something more than petty banditry is going on here, which the party will obviously discover on the second night when their wagon and mounts mysteriously go missing, preventing them from easily leaving town.
Setup: Raimus Rollick wasn’t just a minstrel, but an agent of the duke’s court, sent to investigate strange goings on in Tolthurt by his liege’s request. Through stealthy observation he discovered that ancestral enemies of the Duke’s family had survived a clash between their clans, and settled in Tolthurt to bide their time and lick their wounds.
Said enemies (The Ibrerynne) happened to be a family of werewolves, who in the intervening generations have expanded themselves into a pack, swaying key individuals such as the mayor with the promise of predatory power, while threatening others (like the stablemaster) with savage violence should their secret ever leak. The Iberynne family themselves live near constantly in wolf form, dwelling in a tumbeldown ruin that they’ve made into their new “estate” and stewing in their decades long thoughts of revenge. Raimus found one of their noble seals in the mayor’s office (the Ibrerynne had been reaching out to old allies and needed someone to handle their mail), and put it, a coded letter to the duke, and his emblem of safe travel in the party’s bag before he was killed by the Ibrerynne following him.
The mayor, having not yet received his marching orders from his half-feral masters, didn’t know who’d killed the minstrel or why, but knew he needed to defer blame. A good number of Tolthurt’s inhabitants don’t know anything about the werewolves in the forest, and his job was to keep it that way. For their part, the Iberynne are finding the seal at any cost, and are cutting off hope of escape from the village one avenue at a time, will the party realize it before it’s too late?
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An updated compilation of costume transformations from the popular douyin account 朱铁雄.
song: 此生过半 (DJ阿卓版)
MXTX's danmei are getting increasingly popular, and the fandoms are getting more fic-happy. I've noticed that some writers seem interested in writing their own fics but are concerned of making mistakes with niche honorifics and titles. I've noticed some that have jumped right in, but have made innocent errors that I'd like to correct but fear coming off as rude or presumptuous. And so I've made this list of terms that covers the basics and also some that are a little more niche since they're usually directly translated in cnovels.
DISCLAIMER: This is by no means a comprehensive list of everything one needs to know or would want to know concerning ancient Chinese honorifics and titles, merely what I myself consider useful to keep in mind.
Titles
Shifu: 'Martial father'; gender-neutral
Shizun: 'Martial father'; more formal than 'shifu'; gender-neutral
Shimu: ‘Martial mother’; wife of your martial teacher
Shiniang: ‘Martial mother’; wife of your martial teacher who is also a martial teacher
Shibo: elder apprentice-brother of your shifu; gender-neutral
Shishu: younger apprentice-brother of your shifu; gender-neutral
Shigu: apprentice-sister of your shifu
Shizhi: your martial nephew/niece
Shimei: younger female apprentice of the same generation as you
Shijie: elder female apprentice of the same generation as you
Shidi: younger male apprentice of the same generation as you
Shixiong: elder male apprentice of the same generation as you
Shige: elder male apprentice of the same generation as you, specifically one who has the same shifu as you or is the son of your shifu
Zhanglao: an elder of your sect
Zhangbei: a senior of your sect
Qianbei: a senior not of your sect
Wanbei: a junior not of your sect
Zongzhu: Address for a clan leader
Zhangmen: address for a sect leader
Daozhang: Daoist priests or simply a cultivator in general; gender-neutral
Daogu: Daoist priestess or a female cultivator; not as commonly used as 'daozhang'
Xiangu: Daoist priestess or a female cultivator; not as commonly used as 'daogu'
Sanren: a wandering cultivator
Xianren: 'Immortal Official'; a title of respect and power like 'General'
Xiuzhe: 'Cultivator', can be shortened to 'Xiu'
Xianjun: 'Immortal Master/Lord'
Xianshi: 'Immortal Master/Teacher'
Dashi: 'Great Teacher', address for monks
Xiansheng: Teacher/Sir; in ancient China, the connotation is very scholastic
Houye: address for a duke
Jueye: address for a noble lord, ei. a duke, marquess, earl, etc.
Wangye: address for king/imperial prince
Daren: address for imperial officials
Furen: Madam; the wife of an imperial official/nobleman OR a married woman granted a rank by the royal family
Nushi: Madam; the counterpart of 'xiansheng', connotation is scholastic
Taitai: Madam; address for an old married woman of the gentry, either wife or mother to head of household
Laoye: Old Lord; Address for an adult man with adult children of the gentry; possibly head of household
Nainai: Madam; Address for a married woman of the gentry, possibly wife of head of household
Ye: Lord; address for an adult man of the gentry, possibly head of household
Shaonainai: Young Madam; address for a woman married to a young man of the gentry
Shaoye: Young Lord; address for a young man or boy of the gentry, generation lower than head of household
Xiaoye: Little Lord; can be a synonym for ‘shaoye’ OR the son of a shaoye if ‘shaoye’ is already being used within the family
Xiaojie: Young Mistress; address for an unmarried woman or young girl of . . . the gentry and only the gentry, I believe. Correct me if you know for certain this is incorrect. (WARNING - It's an archaic term that should really only be used in an archaic setting if being used as a title instead of a suffix, because the modern vernacular has it as a term for a prostitute in mainland China. [Surname]-xiaojie is fine; Xiaojie by itself should be avoided.)
Gongzi: ‘Young Master/Lord/Sir'; ‘Childe’; young man from a household of the noble or gentry class
Guniang: 'Young Master/Lady/Miss'; ‘Maiden’; an unmarried woman or young girl from a household of the noble or gentry class
Laozhang: 'Old battle'; polite address for an unrelated old man of lower status than you
Laobo: polite address for an unrelated old man of a higher status that you
Laotou: 'Old man'; informal but not derogatory, implies fondness/closeness
Laopopo: 'Old woman'; informal but not derogatory, implies fondness/closeness
Please note that all of these listed above can be used as stand-alone titles or as suffixed honorifics.
Strictly Prefix/Suffix
-shi: 'Clan'; the suffix for a married woman, essentially means 'née'. (ex. Say Wei Wuxian was a woman and married into the Lan clan through a standard marriage. She would be called 'Wei-shi' by her husband's contemporaries and elders when not in a formal setting. It implies lack of closeness; used by acquaintances.)
a-: A prefix that shows affection or intimacy.
-er: A suffix that shows affection or intimacy; typically for children or those younger than you
-jun: 'Nobleman'; a suffix for a greatly respected man
-zun: 'Revered One'; a suffix for a greatly respected man
-ji: A suffix for a female friend
-bo: A suffix for an older man of your grandparents' generation
-po: A suffix for an older woman of your grandparents' generation
The road has led your party to Etelva, a backwater barony who’s small capital hugs the banks of an icy lake and trade river. Happy to have the town’s walls as shelter against the early winter chill, you find the citizens of Etelva in a state of confusion and disorder: Strange signs have been seen in the sky weeks past, followed by tales of monsters and disappearances in outlaying settlements. Best take tonight to warm yourselves by the hearth, because tomorrow there’s hero’s work to be done.
Adventure Hooks:
Looking around for work, the party are eventually pointed towards a dwarven monster hunter by the name of Red Jess. Well seasoned in tracking and trapping all sorts of beast, Jess will (after some convincing) invite the party along on a scouting expedition to the snowy hillsides. Rumours have been circulating that folk have seen a dragon, but Jess is experienced enough to know that rumours don’t pay for lodging and the next resupply. Better to head out, get the lay of the land, and determine is there’s truth to any of this hearsay. Worst case there’s no quarry to be had and the hunters come back with a few beast pelts to sell for their troubles, best case scenario they can come back with proof of something and get the baroness or the crown itself to lay a bounty on the creature. A Few days travelling on with Jess and the party do indeed spy a dragon swooping low over hinterlands, not marauding as the rumours said, but obviously searching for something. Taking care not to be seen, the party realize that someone is riding the dragon, both mount and rider surveying the landscape, though for what they cannot be sure.
Having lost important cargo to bandits and up to his ears in debt because of it, an over the hill merchant by the name of Ravell has been pushed over the edge by the paranoid air in Etelva and has begun a series of arson attacks focused first on the property of those he owes money to, and now starting on his own. Confused at first for accidents, these fires are spurred on by a demon that’s latched onto Ravell’s shoulder, feeding his latent desire to “Burn it all and walk away” , a demon that will be quite hostile should the party try and cut its fun short.
After some time in town the party are approached by Ryldyr, a diviner and minor soothsayer who seeks the party’s protection as he beleives someone or something is after him. Ryldyr is only so so when it comes to predicting the future, mainly offering his agrarian neighbours insight on upcoming weather events that might affect their crops. His runes never lie though, and speak of some looming danger that will affect him in particular if he doesn’t keep moving. Just as he’s given the party a few cryptic hints about their future in order to get them to beleive him, the door is kicked in, and several of the Baroness’s guards pour in to take the addled scryer into custody.
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